EDIT: I guess you have to right-click and "view image" to see it at full resolution.
Title: Re: FF4A Equipment Additions
Post by: Entroper on December 27, 2007, 01:37:56 PM
Meh, this would take too many screenshots. Got Excel? http://entroper.no-ip.org/TheBatcave/FFRev2(2).xls
Title: Re: FF4A Equipment Additions
Post by: Deathlike2 on December 27, 2007, 04:35:20 PM
This looks accurate... someone else has to verify the table values though (Dragonsbreathren, are you reading this?).. Loki's Lute has the bits set.. which is right.. but of course that weapon is bugged from whatever code is supposed to deal with enemy type weaknesses.
Title: Re: FF4A Equipment Additions
Post by: Deathlike2 on December 27, 2007, 06:23:23 PM
Ok, some interesting info from the data (assuming this is correct).. some of which worth pointing out:
Hand of the Gods: Holy elemental, effective against Ghouls and Undead Apollo's Harp: Fire elemental, effective against Dragons Thor's Hammer: Lightning elemental, effective against Mechs Lightbringer: Holy elemental, effective against Ghouls and Undead, back row compatible :wtf: Flandango: effective against Flan Abel's Lance: Lightning elemental (not Aerial elemental like all the other lances) :bah: Fiery Hammer: Ice elemental, effective against Mechs (description of the elemental info lies) :lame: Sage's Robe: protection against Mute, Mage attacks Asura's Rod: Holy elemental Mist Whip: Holy elemental, inflict paralysis, back row compatible Perseus Bow: Aerial elemental, backrow compatible (nothing really special about this bow) :lame: Dragon Claw: Holy elemental, effective against Dragons (a cheap copy of FF6's Dragon's Claw) :bah: Loki's Lute: effective against all enemy types except Flan, back row compatible Rising Sun: Aerial elemental, back row compatible Gigant Axe: inflict poison (it won't kill Giants like the Poison Axe... meaning it is nothing special) :bah: Hero's Shield: Absorb attribute Rainbow Robe: protection against Fire, Ice, Lightning, Holy White Dress: protection against Mute, Berserk, Ghouls, Undead Maximilian: protection against Stone, gradual petrification, Mechs (wow, only armor to have this attribute) :wtf: Caesar's Plate: protection against Darkness, Holy Dragoon Plate: protection against Fire, Ice, Lightning (no Dragon protection though) :lame: Vishnu Vest: protection against Fire, Ice, Lightning, Darkness, Holy Requirem Harp: Drain attribute, effective against Giants, Flan, Undead (it looks like a Blood weapon clone...?) :hmm:
Title: Re: FF4A Equipment Additions
Post by: Entroper on December 27, 2007, 08:22:53 PM
Ok, some interesting info from the data (assuming this is correct).. some of which worth pointing out:
I have 100% confidence about the data, but our labels for the data are "to the best of my knowledge."
Title: Re: FF4A Equipment Additions
Post by: Deathlike2 on January 16, 2008, 12:24:07 AM
Hmm.. mind generating a list of "broken" equipment in this game? The definition is that their intended purpose is broken. They usually come in the form of not inflicting status attributes and/or enemy type multipliers.
AFAIK, most of the broken equipment are the new stuff... I'll try to recall from memory what they are..
Tiger Fangs - no paralysis Dragon Claw - no dragon multiplier Loki's Lute - no multipliers applied Mist Whip - no paralysis Assassin Dagger - no death Piggy's Stick - no piggy Rising Sun - not a "projectile"/Aerial elemental Requirem Harp - no drain elemental Gigant Axe - no poison Perseus Bow - not a "projectile"/Aerial elemental
Also, is the back row property broken in the US/Jap v1.0 version?.. I just want to double check.
Title: Re: FF4A Equipment Additions
Post by: Entroper on January 16, 2008, 01:36:03 PM
The back row property seems to be half broken. I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power. I don't know if that's intentional or buggy. The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target. Characters in the back row widely vary their number of hits.
This is just conjecture based on observation.
Title: Re: FF4A Equipment Additions
Post by: Deathlike2 on January 16, 2008, 02:05:24 PM
The back row property seems to be half broken. I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power. I don't know if that's intentional or buggy. The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target. Characters in the back row widely vary their number of hits.
This is just conjecture based on observation.
It would be nice if someone converted the # of hits to something that is tangible.
The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.
Title: Re: FF4A Equipment Additions
Post by: Deathlike2 on January 16, 2008, 02:47:53 PM
Ok, I think I found it...
Edit: For all versions, the number of arrow/harp objects that appear is equal to the attack multiplier (give or take a couple).
For the case of arrows, the number of arrow objects are limited to 8.. which apply under both versions. For the case of harp "notes", the number of note objects are limited to 8, unless you are using the GBA version, which doesn't appear to have a limit.
Title: Re: FF4A Equipment Additions
Post by: Entroper on January 16, 2008, 05:05:45 PM
Tiger Fangs - no paralysis Dragon Claw - no dragon multiplier Loki's Lute - no multipliers applied Mist Whip - no paralysis Assassin Dagger - no death Piggy's Stick - no piggy Rising Sun - not a "projectile"/Aerial elemental Requirem Harp - no drain elemental Gigant Axe - no poison Perseus Bow - not a "projectile"/Aerial elemental